TY - JOUR
T1 - Understanding the effects of hand design on embodiment in virtual reality
AU - Zhang, Jingjing
AU - Huang, Mengjie
AU - Yang, Rui
AU - Wang, Yiqi
AU - Tang, Xiaohang
AU - Han, Ji
AU - Liang, Hai Ning
N1 - Funding Information:
This work has been approved by the University Ethics Committee in XJTLU and is supported by the Key Program Special Fund in XJTLU (KSF-E-34), the Research Development Fund of XJTLU (RDF-18-02-30) and the Natural Science Foundation of the Jiangsu Higher Education Institutions of China (20KJB520034).
Publisher Copyright:
© 2023 The Author(s). Published by Cambridge University Press.
PY - 2023/3/2
Y1 - 2023/3/2
N2 - Understanding user perceptions of interacting with the virtual world is one of the research focuses in recent years, given the rapid proliferation of virtual reality (VR) and driven to establish the metaverse. Users can generate a familiar connection between their bodies and the virtual world by being embodied in virtual hands, and hand representations can induce users' embodiment in VR. The sense of embodiment represents the cognitive awareness of one's manifestation and includes three subcomponents: the sense of body ownership, agency and self-location. There is insufficient evidence in the literature about the effects of hand designs on the embodiment, especially based on studying its three subcomponents. This study investigates how virtual hand designs with five realism levels influence the three subcomponents of embodiment in VR. This research employs a self-report questionnaire commonly used in the literature to assess embodiment and evaluates agency and self-location by introducing implicit methods (intentional binding and proprioceptive measurement) derived from psychology. Besides, the objective data of eye tracking is used to explore the connection between embodiment and hand designs, and classifying participants' eye tracking data to help analyze the link between embodiment and user attention. Overall, this research makes a major contribution through a systematic exploration of users' embodied experience in VR and offers important evidence of the effects of virtual hand designs on body ownership, agency, and self-location, respectively. In addition, this study provides a valuable reference for further investigation of embodiment through implicit and objective methods, and practical design recommendations for virtual hand design in VR applications.
AB - Understanding user perceptions of interacting with the virtual world is one of the research focuses in recent years, given the rapid proliferation of virtual reality (VR) and driven to establish the metaverse. Users can generate a familiar connection between their bodies and the virtual world by being embodied in virtual hands, and hand representations can induce users' embodiment in VR. The sense of embodiment represents the cognitive awareness of one's manifestation and includes three subcomponents: the sense of body ownership, agency and self-location. There is insufficient evidence in the literature about the effects of hand designs on the embodiment, especially based on studying its three subcomponents. This study investigates how virtual hand designs with five realism levels influence the three subcomponents of embodiment in VR. This research employs a self-report questionnaire commonly used in the literature to assess embodiment and evaluates agency and self-location by introducing implicit methods (intentional binding and proprioceptive measurement) derived from psychology. Besides, the objective data of eye tracking is used to explore the connection between embodiment and hand designs, and classifying participants' eye tracking data to help analyze the link between embodiment and user attention. Overall, this research makes a major contribution through a systematic exploration of users' embodied experience in VR and offers important evidence of the effects of virtual hand designs on body ownership, agency, and self-location, respectively. In addition, this study provides a valuable reference for further investigation of embodiment through implicit and objective methods, and practical design recommendations for virtual hand design in VR applications.
KW - Embodiment
KW - eye tracking
KW - virtual hand design
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85149387587&partnerID=8YFLogxK
U2 - 10.1017/S0890060423000045
DO - 10.1017/S0890060423000045
M3 - Article
AN - SCOPUS:85149387587
SN - 0890-0604
VL - 37
JO - Artificial Intelligence for Engineering Design, Analysis and Manufacturing: AIEDAM
JF - Artificial Intelligence for Engineering Design, Analysis and Manufacturing: AIEDAM
M1 - e10
ER -